"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, March 31, 2013

Buttery Wholesomeness is the only expansion for the HoL game. I would not normally have picked this up except for the price. The HoL game (Human Occupied Landfill) is basically a futuristic penal colony game. Humans have settled the whole galaxy and this is where they send the lowest of the low. This book is essential if you are going to play the game from what I have been told. The presentation is not really to my liking though and the material is very gritty and darker than I would prefer. That being said I am in it for $2 and in the end I have spent more than that on much less worthy products.

Saturday, March 30, 2013

This is one of those items I purchased never intending to sue as it is or for the setting and game system it was written for. I have given the d20/3.x system a fair trial for actual game play but appreciate the OGL for what it did in allowing there to be a glut of content made available but this has its downside as it means sometimes you might buy a loser if you don't pay attention. This is not the case with Burok Torn.

The setting is as it suggest a Dwarven realm and as one might suspect again from the title they are in some level of conflict. The usual suspects are there but that does not cheapen the product at all. Most of the Scared Land products are well done and this one is among the ones that don't. It describes the Dwarven city in some detail as well as providing information on the Dark Elf city. It also includes background history and adventure ideas. There is also the ever present prestige information but you come to appreciate that not for use but to mine for ideas.

From the back of the book:

The Battle Below

Once, long ago, there was peace. The dwarves of Burok Torn and the
dark elves of Dier Drendal fought together against the titanspawn and
engaged in mutually beneficial trade. Yet war and betrayal tore these
two races apart, and today Burok Torn is a place of sorrow, where the
sins of the past trouble the rulers of the present, and the demands of
honor drive elf and dwarf toward tragedy. Forced to fight a desperate
war to save their wounded god, the dark eves assault the dwarves in a
seemingly endless cycle of violence.

Burok Torn: City Under Siege details one of the greatest wonders of
the age - the ancient dwarven city of Burok Torn, where rune magic and
faith combine to create an indomitable realm. This book also provides
information of the mysterioius city of the dark elves, Dier Drendal, and
the events that have led the dark elves to make war on their dwarven
neighbors. The secrets of the dwarven rune masters are also revealed,
along with rules for playing this and several other powerful prestige
classes. Game masters in any campaign will find a wealth of information
in this book, and players will find endless challenges in the
labyrinthine tunnels of Burok Torn and Dier Drendal

Friday, March 29, 2013

The last of the BTRC entries for right now. I think I have a line on the few missing items I have in the collection so eventually there will (could be) some more entries. There is also apparently a second version of this game. I am not sure if it is different except for how the players begin though. I will also go on record as saying that there is something about the cover to this book that makes it stand out in my mind.

From the back cover:

"WarpWorld opens the gates for you to enter
this post-holocaust world of magic and lost technology. A world where
the gods are real, and mythical creatures tread the silent streets of
our ruined cities. A world where we can remember what we have lost, but
not well enough to replace it. A world where those with Power bend the
forces of nature to their will, and those without carry shotguns and
swords instead. Where the bones of the Old World have been picked clean,
and those who remain must either create a new order, or slowly sink
into barbarism, forever losing what they once had within their grasp.
The year is 2312, but no future you ever dreamed of. Prepare to enter the WarpWorld..."

Thursday, March 28, 2013

This is the first edition of the TimeLords game. I also have the later version and will save a post and put the image of that at the end of this one. TimeLords is a setting and a system at the same time. I have not had a chance to play it and again it is because of it being by BTRC that I own it. Below is some information about it from rpggeek.com.

As a setting:

Timelords begins at the End of Time. A doomed race, known as "The
Designers", gifted in both psionics and sciences set about escaping
their fate as the inevitable end of the universe encroached. Eventually,
they discover time travel, and use this knowledge to move their entire
solar system backwards in time to when the universe is about 15 billion
years old. The actual Designers have never been seen by humans. After
attempting to create powerful new life forms, they created "Lucifer", a
sentient being that led the destruction of the Designer race and caused
the dispersion of Designer technology across the universe.The pinnacle of their achievements was the "Matrix", a small
time-travel device, the size and shape of a 20-sided die, weighing about
3 pounds. The Matrix could be used for personal time travel, as an
energy source, and other things only hinted at by the rule books. It is
one of these Matrix devices that the players of the game find to begin
their adventure.

As a system:

TimeLords is a gaming system from Greg Porter of BTRC (Blacksburg
Tactical Research Center) used in the three games TimeLords (1st and 2nd
edition), SpaceTime and WarpWorld. There are minor updates to the rules
system between the two editions of TimeLords. SpaceTime uses the
equivalent of TimeLords 1st edition rules and WarpWorld the rules of
TimeLords 2nd edition.The system is generic (although geared to human-sized humanoid
players), very "down to earth" and tries to correct several flaws in the
contemporary RPG systems (for example the "killed by rabbit bite in the
foot due to 1HP left"-problem with HP-based games). The result is a
rules system that covers most situations, although the rules are quite
brief, and that has the standpoint that "combat is deadly", that is
wounds have their effect (not only loosing HP, but also reduces ability
until healed) and all wounds are potentially deadly (even minor wounds
left unattended).All of the games and supplements in the series share the same trait,
they are extremely condensed. There are lots of rules in a relatively
few pages, covering every aspect of the game. For most of the time
supplements have very little detailed information, leaving the
GameMaster to fill in the blanks, and instead focuses on supplying new
and interesting concepts. Instead of offering complete listings of, for
example vehicles, the rule books gives a few types of vehicles and
leaves it up to the interested party to create their own, while still
offering a framework to do so.Players of Millenium's End from Chameleon Eclectic will find similarities in the feel of the TimeLords rules system.

Wednesday, March 27, 2013

SpaceTime is a cyberpunk type setting in a well recovered post apocalyptic world. It is based on the TimeLords system which is the universal system that a lot of the BTRC games are based around. It would be hard to top the Macho Women with Guns trilogy as my favorites (mostly because I encountered them first) from BTRC but this comes very close and if I had more of a chance to play it would most likely trump the others. The setting is very gritty and if you don't mind a darker setting this is something to check out.

From the Back Cover of the RPG:

SpaceTime is science fiction role-playing, so gritty that you can feel it between your teeth. Set in the 24th century, Earth is still recovering from WWIII, with quite a way to go. Reaching tentatively to the stars, other human societies are found, remnants of an interstellar society blasted back to the stone age some thousands of years ago.

Adventure on corporation-dominated Earth, where economics takes the place of politics, and anything you can get away with is legal. Or explore Mars. Its eclectic society produces the best brains in the solar system, but still can't explain all the mysteries of the uncharted Martian Ruins. Travel to other human worlds, or any one of the hundreds of habitable but unexplored systems The frontiers are waiting....

SpaceTime is based upon the TimeLords RPG System, and is fully compatible with all other games in the system, The realistic rules have a simple hierarchy, letting you decide how much detail you want to include, and the unique combat and damage system gives results like no other game.

Tuesday, March 26, 2013

Slag! Combat on the High Frontier is not really a role playing game but then BattleTech in it's true form isn't either. This is a space combat game that I normally would not have bought but it is by BTRC so I had too. I know that I never even opened the pages to look inside. Below is a review from rpg.net that I am going to post in it's entirety.

http://www.rpg.net/news+reviews/reviews/rev_989.html

Note: This review pertains to the PDF version of Slag! and not the print version. The print version is available from http://www.hyperbooks.com

Slag! bills itself as "A game of combat on the high frontier". For the most part, it fulfills this billing. Unfortunately, there are also parts that don't fit this billing.

When I picked up this space combat game (my first) I wanted big weapons, lots of things blowing up and a certain amount of realism to ground me to the game. Slag! fits that description. There is something for almost everyone in this game of ship to ship combat in space.

If you are looking for a combat simulator for Robotech styled space conflicts with lots of small fighters swarming around the Earth defending it from the invading forces, Slag! will work for you. If you are looking for deep space combat between interstellar behemoths slugging it out in an all out grudge match, Slag! will also work for you.

Movement in Slag! is provided by a number of technically explained drives. None of these drives will shoot you across the board in a turn and most of them allow you to plod along at a normal pace, blasting the holy what-for out of your opponents. Utilizing an alternating moving system, this also insures that players won't get bored during large scale battles.

There are a multitude of weapons, defense systems, and scenario based options for ship that allow you to customize a ship to just your liking. Designing a ship is as easy as picking out your systems for your ship and placing them on the ship in whatever order you like. This is the easiest ship design I have ever seen, even new players will catch on right away.

Slag is based on a diceless system that presumes that computers are advanced enough that even in space, you can occasionally hit. So for you poor dice rollers out there, here's your game. Each round, players may fire any or all of their weapons at their opponents in an attempt to take them down. You can also allocate weapons to defending against your opponents attacks, thereby reducing the amount of firepower you are firing at them, but also reducing the amount of firepower that is going to hurt you.

The damage system is interesting in the way that damaged parts of the ship are alternately chosen by the players. This makes choosing a hit location a little more strategic than saying "Okay, you hit my Armor, Hull, and took out my Railgun". You must decide the first hit location, and then your opponent gets to choose the next one. Tricky, but makes for interesting ship design and strategic damage location.

Slag! also has rules and designs for alien bases, space stations, space mines, and atmospheric combat. While the rules can't cover every eventuality, they do a good job at covering the necessities for the game. The rules are easy to learn, some of the calculations can be a bit confusing sometimes, but mostly they are adding and subtracting.

The only disappointing feature of Slag! is the apparent abstraction of 3D space combat. While they attempt to incorporate it with certain ideas, it sometimes feel's more like the game is based on 2D combat. Which in and of itself is not a bad thing. Trying to simulate three dimensions in diceless system without adding several pages of rules would be almost impossible.

Ultimately, I would recommend Slag! for anyone looking to get into a space combat system for little money. There are very space combat games out there that retail for less than $30 or so, with Slag! coming in at $5.00 and still having a good system, with well thought out ship ideas and it's unique ship design, it is well worth the money.

Monday, March 25, 2013

This is another BTRC item that I have just because of who it was made by more so than anything else. It is for their Timelords system. This is a system I have never played myself so I can't tell you much about it. The adventure clocks in at 48 pages and it includes supplemental rules for cyberspace. The cover paints a picture that is in line with the description from the back of the book. Being published in 1989 their image of the future and technology is a little dated. In older "future games" it seems they undersold capabilities and didn't make things small enough.

From the back of the book

You don't hear the constant drone of the street, or the blaring ads
of the video billboards. You don't notice the garish colors of the
street vendors, hawking everything from slapcaps to pirated senso reels.
You don't smell the oxides and sulfides from the factories every time
the wind shifts. Even the occasional gunshot is hardly worth a glance.
If you heard it, it wasn't meant for you. You don't notice, because you
live here, and it all fades to the background. What you do notice is
that your credit is starting to wear a little thin, and you could use
some work...

So it begins. A simple interview from an electronic hiring board
turns out to be more trouble than you expected, and you expected a lot,
since the employer is AzBio, perhaps the most powerful megacorp on the
planet. You should have guessed when you saw the reconstructive surgery
option on the contract...

As a bonus, Renegade Dreams also includes the full cyberspace rules
for the SpaceTime universe, as well as background on how to intearate it
into this and other adventures.

Sunday, March 24, 2013

Another in the BTRC collection and another sporting Greg Porter's name. This is one that I think would prove very useful if I were to want to make a mash-up game. One of the problems along that line though is, as I think I may have mentioned in the past, is that I prefer my fantasy to be fantasy....except for my undying love of Shadowrun....go figure. I guess I am more OK with bringing fantasy into the modern world or stripping the technology out and making it mystical (Metamorphosis Alpha) than doing it in reverse. This is still a nice item to have if you want to make a blend though.

From the back of the book:
Guns!, guns!, guns! (3G³ for short) lets you design custom weapons for
virtually any roleplaying game. Design realistic weapons in a universal
format, and convert the stats to the system you like best, or even
between different systems. In addition to the overall conversion
guidelines, there are now detailed conversion notes for Corps,
TimeLords, MegaTraveller, Cyberpunk, TORG, GURPS, Twilight: 2000, and
the HERO system.
Pick your weapon! You can choose from conventional weapons, rockets,
lasers, particle beams, railguns and melee weapons. Detailed directions
and step-by-step design sheets help guide you through each aspect of
custom weapon design.
Design weapons for any Tech Level where they are possible, not just
where they historically appeared. Want to give the Romans machine
pistols? Or design lasers for WWII? If it could have been done, or if it
might be done, you can do it, in 3G³.

Saturday, March 23, 2013

The company that gave us Macho Women with Guns has always been a dirty little pleasure of mine. I don't go out of my way to find things they have put out but when I do I make a point to pick it up eventually. BTRC stands for Blacksburg Tactical Research Center. Almost everything I see has Greg Porter's name on it as well. I am not sure if he solely is BTRC or if he makes a point to be involved in every project so as to get his name on everything! This is not a game I have had a chance to play yet and have only skimmed but I own it because of who it was put out by and not what it is so I may never play it.

From the Back of the Book:

Atlantis Lives!

Atlantis. Lemuria. Mu. Legendary kingdoms of magic, all now sunk
beneath the sea, and despite our science and technology, they remain
hidden, so confined to the world of myth.

Maybe people just aren't looking in the right spot. Maybe they did
exist in the distant past, in an age of unknown science and magic, but
then perished in a cataclysm that hid them in a place where we would
never look, and have yet to explore. When they perished, their magic
perished with them, the few survivors becoming legends themselves, until
their time, like Atlantis, came to a tragic end.

Epiphany is the game of these lost kingdoms and
more, worlds of magic, power and intrigue, extinguished by misfortune
unimaginable, their inhabitants long since turned to dust. But great
were they in their time, and epic the legends of their heroes, legends you
can now be a part of. We can only hope that we will also be remembered
as such when our age is but a legend, untold thousands of years from
now.

Epiphany uses a unique diceless system that works on
your character's strengths and weaknesses to resolve everything from
debates to duels in a way that keeps the outcome from being a certainty,
and that rewards inspiration and cleverness. Epiphany
is a shared world, meant for worldwide cooperation and development over
the Internet and other on-line services. Be a part of the largest game
world ever. Join the Epiphany.

Friday, March 22, 2013

Like all good things the run of BattleTech / MechWarrior items I needed to post has come to an end. I am not saying that there isn't a likelihood of another one or two slipping into the mix at some point but for now the assault on the Inner Sphere is at a lull.

From the back of the book:

No mercenary regiment is more well known, nor as universally
respected. Indeed, other units of the Inner Sphere validate their
prowess by surviving an encounter with the Dragoons.

This ComStar document is the most accurate, up-to-date assemblage of
information ever compiled about the Dragoons. Their history,
organization, and unique membership are exposed in great detail. Find
out the who, what, where, when, and why(s) of the most powerful regiment
in the Inner Sphere today.

Thursday, March 21, 2013

Nearing the end of the BattleTech items. I might actually be able to talk about something I have actually used here soon. I am not sure if there are ever any more of these Clan books or not. This appears to be the only one that I own. Good news for those getting tired of the BattleTech posts.

From the back of the book:

"In 2784, General Aleksandr Kerensky led his loyal followers out of
the Inner Sphere and into exile, far away from the strife and chaos of
the Succession Wars.

In 2815, his son Nicholas founded the Clans.

In 3049, the Clans returned to the Inner Sphere, determined to avenge
their forefathers and restore the glory of the long-vanished Star
League.

This sourcebook gives a complete history and cultural description of
Clan Wolf, one of the most prominent Clans and the one that bears the
name of Kerensky himself. Included is a post-Tukayyid roster of the Wolf
touman and personal profiles of important Wolf leaders."

Wednesday, March 20, 2013

I mostly bought this totally unused (by me that is) book mostly because of the cover. There was just something about it that screamed buy me...now I am not sure I see that. I also had an idea that I might be able to mine it for ideas which has not happened yet either.

From the back of the book:

The Star Systems on the outskirts of the Inner Sphere make up the
area known as The Periphery. Extending far into interstellar space, it
is fragmented into countless kingdoms and alliances. Small, mean, weak,
and unorganized, they may yet tip the balance of power among the
Successor States.

This ComStar report highlights the larger and more important states
in The Periphery, detailing their histories, rulers, economies,
backgrounds, and current military forces.

Tuesday, March 19, 2013

I feel secure in saying that the only reason this is in the collection is because it was on the Half Price Books bargain rack for $2. I am not sure I would have bought it if it cost more than that. It is one of the newer products and I have realized I will most likely never play this enough to buy a lot of it. For the price though I will buy almost anything gaming related....and that is a large portion of my problem :)

From the back of the book:

"For seven long years, an uneasy truce has kept the Clan war machine
from continuing its relentless march into the Inner Sphere - but young
Clan Crusaders hungry for war now push for an end to the Truce of
Tukayyid, and a renewal of the invasion. Building on the momentum of
their victory over the Jade Falcons on Coventry, the Great House leaders
create a Star League Constitution, resurrecting with a pen what they
had failed to accomplish through the force of arms - a new Star League.
With the might of all the Houses apparently united after hundreds of
years of warfare, the members of this fragile union hatch a desperate
plan to end the Clan threat once and for all - the complete destruction
of a Clan.

The Dragon Roars is a BattleTech scenario pack that describes the
brutal conflict between forces of the newly constituted Star League
Defense Force - made up of a coalition army from every Great House - and
the savage Smoke Jaguars. Detailed descriptions and maps follow each
wave of this titanic struggle as the Inner Sphere sweeps into the Smoke
Jaguar Occupation Zone. Twelve BattleTech scenarios and one BattleForce 2
scenario allows players to actively participate one of the largest
conflicts in human history."

Monday, March 18, 2013

This is for the second edition of MechWarrior and was published in 1996. I was in the tale end of my card flipping stage when this was released so I know I did not buy it new. I seem to recall this being on the discount shelf of Half Price Books and picking it up thinking I might use it some day. For those keeping track I am still waiting for that day to arrive.

From the back of the book:

"A failed alliance tears a nation apart. Ancient rivals join forces.
The winds of change are blasting across the worlds of the Inner Sphere,
and the battle for Coventry is the center of the storm!

In early 3058, following the disastrous Trial of Refusal with Clan
Wolf, Clan Jade Falcon launches a brutal campaign against the Lyran
Alliance to regain its status among the invading Clans. As the Lyran
Alliance tries desperately to marshal the necessary troops to stop this
invasion at Coventry, military forces from all the major powers in the
Inner Sphere converge on the war-torn planet. With massive troops poised
on both sides of the conflict, the battle for Coventry threatens to
explode into an all-out war with the Clans once again! Will the Truce of
Tukayyid hold?

The Battle of Coventry is a BattleTech scenario pack that describes
the savage conflict between Clan Jade Falcon and defending forces of the
Inner Sphere on the planet Coventry. A detailed description of the
hard-fought battle, along with seventeen scenarios and special campaign
rules, allows players to recreate the events that unfolded in the
BattleTech novel Malicious Intent - and perhaps even change the course
of history."

Sunday, March 17, 2013

Another under utilized BattleTech item from my collection. I seem to have a lot more of this than I should for as little as I played it. There are maybe seven or so more items I wil need to get through.

From the back of the book:

"Born in the wake of civil unrest, Sorenson's Sabres are the most
feared and respected of Kurita troops, due to their unique composition,
deadly efficiency, and ferocious tactics. From fighting Bandit Kings to
raids on Davion space, the LAM, AeroSpace Fighter, and 'Mechs of this
company get the job done with new tactics and old-fashioned grit.

This scenario set details the history of Sorenson's Sabres, profiles
the statistics and combat readiness of the members of the company, and
includes 20 scenarios pitting Sorenson's Sabres against a wide variety
of colorful opponents."

Saturday, March 16, 2013

"The fury that was the Fourth Succession War crippled Wolf's Dragoons
forces but not their will to survive. After taking the full brunt of
House Kurita's wrath, Jaime Wolf turned to Natasha Kerensky, the
notorious Black Widow, for help in rebuilding his devastated mercenary
unit. Under her ruthless command, the Dragoon's Black Widows returned to
deadly form.

Now the entire Inner Sphere is locked in a life or death struggle
against a seemingly invincible invader known as the Clans. Some say that
only the Black Widow and her men could triumph against these invaders.
But Natasha Kerensky no longer fights for the Inner Sphere. Now she
fights for the glory of the Clans!

More Tales Of The Black Widow chronicles Natasha Kerensky's unit's
service during the Marik Civil War, the War of '39, and her latest role
with Clan Wolf. This scenario pack describes 16 of the Widow's most
critical battles. Also included are detailed unit rosters, personnel
files, and BattleMech readouts that give the truest picture yet of the
Inner Sphere's most feared mercenary commander."

Friday, March 15, 2013

MechWarrior is the roleplaying derivative of Battletech and was played a little more often but not as much as other space related games. Somewhere along the line I either lost or sold my first edition version of MechWarrior. This is the second edition of the game as was released in 1991 where the first was released in 1986. The game was fun enough and I would not go as far as to say I would never play it again. I think it was the genre/setting (though the story line is great) more than the game and the mechanics.

" "MechWarrior is a role-playing game set in the fictional BattleTech
universe in which players can assume the roles of MechWarriors
(BattleMech pilots) or other individuals in the 31st century. The game
has had three editions and many expansions and adventures, the first of
which was published in 1985 by FASA Corporation. In addition, numerous
novels by such authors as Michael A. Stackpole flesh out the game's
fictional world. There is also an animated series.

Thursday, March 14, 2013

Duplicating post from yesterday. Sorry. Published for the first edition MechWarrior game in 1988. This has been
used more than the BattleTech related items. It is still not something I
have used to any great extent though.

From the back of the book:

Although perceived as the weakest Successor State, House Liao's
Capellan Confederation is still a wily, treacherous, and formidable foe.
Ruthlessly dominated by the cunning Maximilian Liao, the Confederation
schemes to pick up the pieces of the shattered Inner Sphere and declare
itself leader of a new Star League.

ComStar has compiled this dossier on House Liao and the Caplellan
Confederation. Included are dozens of full-color illustrations
depicting Confederation personalities, daily life, and military regalia.
Classified documents on Confederation armed forces, the Warrior
Houses, military structure, and political intrigues are also provided.
In addition, the large history chapter stretches from Franco Liao's
unification of the Confederation to Maximilian Liao's devious plotting
to control the Inner Sphere.

Wednesday, March 13, 2013

Published for the first edition MechWarrior game in 1988. This has been used more than the BattleTech related items. It is still not something I have used to any great extent though.

From the back of the book:

Hanse Davion, dynamic First Prince of the Federated Suns, rules the
laregest and most powerful of the five Successor States fo the Inner
Sphere.

This ComStar casebook covers the history of the Federated Suns and
its ruling family, its military forces, government, economy, culture and
daily life, along with dozens of full-color illustrations. Also
included are unit deployment charts, dossiers on prominent individuals,
an atlas of key Federation planets, and much, much more.

Tuesday, March 12, 2013

I am sure when I picked this up I thought I would use it at some point in time. I am ashamed to say it was not a good ROI as I have never used it. I am not sure I ever will.

From the back of the book:

"Here is the definitive work describing mankind's method of
transportation between the stars. Bound into this single volume are
ComStar Intelligence Summary FB-60 and excerpts from the standard
DropShips and JumpShips Operations Manual.

ComStar Intelligence Summary

ComStar Intelligence Summary FB-60 discussess the five major types of
JumpShips and 20 major types of DropShips as well as examples of small
craft and even space stations. Each entry includes an illustration of
the ship as well as detailed descriptions and statistics. Also included
is a short history of humanity in space, from the construction of
Crippen station, through the work of Kearny and Fuchida and mankind's
exodus from Terra, to the modern Succession War era.

Operations Manual

The Operations Manual includes essays on the designs of DropShips and
JumpShips, descriptions of the general components of each type of
vessel, and extensive game rules covering all aspects of their operation
and maintenance."

Sunday, March 10, 2013

Anyone that has read even a few blogs entries has picked up that I am a sucker for magazines. The argument could be made that almost anything gaming related could replace magazines but they hold a special place in my penchant for printed materials. This apparently holds true even for games I don't play regularly. I give you one of two issues for a magazine dedicated to Battletech I somehow aquired in my desperate attempt to fill a whole in my life with gaming related materials.

BattleTechnology is a magazine that was published irregularly between 1987 and 1995 by Pacific Rim Publishing Company dedicated to BattleTech, a tabletop game of futuristic combat published at the time by FASA Corporation. The magazine includes game scenarios, optional rules, technical specifications for BattleMechs and other units, historical and current events in the fictional BattleTech universe, and short fiction, all of which was approved by FASA. The magazine is considered an official source of optional materials for the game.

BattleTechnology has an 8.5" x 11" format and generally includes about 60 pages per issue. Its subtitle is, "the magazine of combat in the 31st century."

Saturday, March 9, 2013

This is a newer version of the Battletech Compendium. This one was published in 1994. I for the life of me do not recall where I picked this one up. The was part of a 10th anniversary release of books put out by FASA. I hate to say it but I have used less than the earlier edition from yesterday.

Welcome to the year 3056. The Successor States of the Inner Sphere battle each other and their deadliest enemies, the invading Clans, in endless wars that rage across the Known universe. These epic conflicts are won and lost by BattleMechs, 30-foot tall, humanoid titans of metal that pack enough firepower to destroy entire cities.

BattleTech celebrates its tenth anniversary with the BattleTech Compendium: The Rules of Warfare, the ultimate guide to combat in the 31st century. All the rules needed to simulate exciting conflicts between BattleMechs, vehicles, and infantry are included, revising and streamlining the material from from the BattleTech, 3rd Edition, CityTech, 2nd Edition and the original BattleTech Compendium. The Rules of Warfare also contains a concise history of the BattleTech universe and its movers and shakers, several new BattleMech and OmniMech designs, rules for miniatures play, and full-color illustrations.

Friday, March 8, 2013

I have never been a regular player of Battletech but when I have played it I was never disappointed. Over the years I have picked up quite a few Battletech items and sadly have gotten rid of a few that I will never be able to replace unless I get really lucky and find them cheap or win the lottery. This was the first combination of the rules from the three box sets. There are new versions of this but if you want old school Battletech this is a good way to go.

A compilation of six years of detailed research, The BattleTech Compendium may well be the ultimate resource for the player. Clear and concise rules clarifications, battle demonstrations, and rules changes will help develop and streamline play. All the material from The BattleTech Manual is presented in a revised form, as well as additional rules for JumpShip and DropShip combat, 'Mech construction, and the latest discoveries concerning the technology of the Star League and the invading Clans. Optional rules are included for miniature play, environmental effects on the battlefield, and more. Loaded with color photos, this Compendium gives the clearest picture yet of combat in the 31st Century.

Thursday, March 7, 2013

Not sure if they marketed this as quick play rules but that is basically what they are. The whole think clocks in at 16 pages as I recall. This was part of a bundle that included the larger full version when I bought it. If you were looking for a down and dirty quick introduction this would serve well.

Wednesday, March 6, 2013

This is a D20 sourcebook I picked up with the intent of never using as a D20 product. Picked it up with the intent of mining it for ideas and converting the information to either 1e or an OSR clone if I happened to be playing them. I have not had the call to do that so I haven't delved too deep into the book yet. It looks promising though.

From the publisher:

You can still hear the captain's orders ringing in your ears; "Hard A-Lee, men! We're ridin' her out. We're not lettin' that scallywag get away from us now." You can see the angry gray storm clouds in the distance, and just below them, a frigate flying the purple and black flag of 'Fancy' Paul Durrand. The latest rumors around the crew is that Fancy Paul got his hands on a load of mithril from those dwarven ruins you saw a few days back. That's probably why he's riding so heavily in the water.

You can feel the deck begin to sway as the ship sails closer and closer to the coming storm. The ropes are creaking above you as the sails struggle to hold the rising winds. It's a risk, and you know it, but the captain hasn't let you down yet, and Durrand's worth his weight in gold to the magistrates back home. Yes sir, it will be quite a hefty bounty if you can bring him in, but judging by the storm, this "leisurely jaunt to snag a bounty or two" is becoming an all or nothing proposition. You smile to yourself; this is why you became a sailor in the first place...

Broadsides! is a compendium of Naval Adventure for the D20 System. This book contains:

Rules for adventuring both above and below the waves Complete tactical rules for ship to ship combat Rules for playing extended voyages, able to be as complex as day-by-day progress or as simple as a single roll of the dice New feats, skills and prestige classes to add more depth to your naval campaign New spells and rituals to lend more power to the ocean-borne spellcaster A gallery of NPCs, able to help or hinder any adventuring party Random encounters usable by any GM to help expand their own naval adventures New monsters, magic items, and more!

Tuesday, March 5, 2013

Some magazine I picked up along the way. I am certain I never even opened it so I am not sure if it is RPG related or perhaps military modeling or wargaming. The cover art is interesting enough though and anything with an article on Arthur can't be bad can it!

Monday, March 4, 2013

The final module in the BRI series...well the last one I have and know about. The second one was posted back in April of 2011 I think.

Revenge is Best Served Coldby Ben Burns.

16pp
Black and white book with paper cover.

Published
in 2006 by Ben Burns, Arlington, Texas.

Part
III of the Adventures on Black-Ridge Island Series. AD&D
adventure for 6-8 characters of levels 4-6. Players wreak revenge
on the slavers, discover ice caverns and the dangers that lurks
within.

On the anniversary of his passing a tribute to someone who helped me through the troubled teenage years. Thank you for making Friday nights about more than driving drunk, causing mischief and getting in trouble with the law and for opening whole new worlds and adventures to an awkward teen.

Sunday, March 3, 2013

I picked up all three of these modules many, many moons ago. I have never had call to use them though. Anyone have any experience with them?

Adventurer's Wanted by Ben Burns.

16pp Black and white book with paper cover.

Published in 2005 by Ben Burns, Arlington, Texas.

Part I of the Adventures on Black-Ridge Island Series. AD&D adventure for 6-8 characters of levels 1-3. Players are lured into taking a sea journey and end up shipwrecked on an island inhabited by kobolds.